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Plugins/Battleship: when sending initial boards, pause game until pbot.output_queue_flushed
received; added pause
and unpause
commands
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parent
abaf0a29f0
commit
e21591fc06
@ -114,6 +114,11 @@ sub initialize {
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# create game state machine
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$self->create_states;
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# receive notification when all messages in IRC output queue have been sent
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$self->{pbot}->{event_dispatcher}->register_handler(
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'pbot.output_queue_flushed', sub { $self->on_output_queue_flushed(@_) }
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);
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}
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sub unload {
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@ -126,11 +131,30 @@ sub unload {
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$self->end_game_loop;
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}
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# the game is paused at the beginning when sending the player boards to all
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# the players and then resumed when the output queue has depleted. this prevents
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# game events from queuing up while the board messages are being slowly
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# trickled out to the ircd to avoid filling up its message queue (and getting
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# disconnected with 'excess flood'). this event handler resumes the game once
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# the boards have finished transmitting, unless the game was manually paused
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# by a player.
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sub on_output_queue_flushed {
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my ($self) = @_; # we don't care about the other event arguments
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print "BATTLESHIDFPF ADF!!\n";
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# unless paused by a player, resume the game
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if (not $self->{state_data}->{paused_by_player}) {
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$self->{state_data}->{paused} = 0;
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}
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return 0;
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}
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# `battleship` bot command
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sub cmd_battleship {
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my ($self, $context) = @_;
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my $usage = "Usage: battleship challenge|accept|decline|ready|unready|bomb|board|score|players|join|quit|kick|abort; see also: battleship help <command>";
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my $usage = "Usage: battleship challenge|accept|decline|ready|unready|bomb|board|score|players|pause|quit|kick|abort; see also: battleship help <command>";
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# strip leading and trailing whitespace
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$context->{arguments} =~ s/^\s+|\s+$//g;
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@ -284,6 +308,21 @@ sub cmd_battleship {
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return "/msg $channel $nick: The game has been aborted.";
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}
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when (['pause', 'unpause']) {
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if ($command eq 'pause') {
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$self->{state_data}->{paused} = 1;
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# this pause was set by a player.
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# this is used by on_output_queue_flushed() to know if it's okay to unpause automatically
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$self->{state_data}->{paused_by_player} = 1;
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} else {
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$self->{state_data}->{paused} = 0;
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$self->{state_data}->{paused_by_player} = 0;
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}
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return "/msg $channel $nick has " . ($self->{state_data}->{paused} ? 'paused' : 'unpaused') . " the game!";
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}
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when ('score') {
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if ($self->{current_state} ne 'move' and $self->{current_state} ne 'attack') {
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return "There is no Battleship score to show right now.";
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@ -613,10 +652,6 @@ sub place_ship {
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}
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if ($self->check_ship_placement($x, $y, $o, $l)) {
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if ($self->{debug}) {
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$self->{pbot}->{logger}->log("SUCCESS!\n");
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}
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if (!$o) {
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$self->{vert}++;
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@ -1144,6 +1179,11 @@ sub show_battlefield {
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sub run_one_state {
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my ($self) = @_;
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# don't run a game loop if we're paused
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if ($self->{state_data}->{paused}) {
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return;
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}
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# check for naughty or missing players
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my $players = 0;
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@ -1227,6 +1267,8 @@ sub create_states {
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$self->{state_data} = {
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players => [], # array of player data
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ticks => 0, # number of ticks elapsed
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paused => 0, # is the game paused?
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paused_by_player => 0, # game was manually paused by a player
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};
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$self->{states} = {
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@ -1356,6 +1398,14 @@ sub state_genboard {
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sub state_showboard {
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my ($self, $state) = @_;
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# pause the game to send the boards to all the players.
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# this is due to output pacing; the messages are trickled out slowly
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# to avoid overflowing the ircd's receive queue. we do not want the
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# game state to advance while the messages are being sent out. the
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# game will resume when the `pbot.output_queue_flushed` notification
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# is received.
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$state->{paused} = 1;
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for (my $player = 0; $player < @{$state->{players}}; $player++) {
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$self->send_message($self->{channel}, "Showing battlefield to $state->{players}->[$player]->{name}...");
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$self->show_battlefield($player);
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